precision mediump float;

uniform sampler2D u_Sampler;

varying vec4 v_Color;
varying vec2 v_Coord;

void main() {
    vec4 finalColor = texture2D(u_Sampler, v_Coord);
    if (finalColor.a == 0.0) {
        finalColor = v_Color;
    }
    gl_FragColor = finalColor;
}